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G4RandomDirection.hh
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29 // ------------------------------------------------------------
30 // GEANT 4 class header file
31 // ------------------------------------------------------------
32 // Class description:
33 //
34 // Function returning a unit 3-vector homogeneously randomised over 4pi
35 // solid angle. It can be used in any particle scattering methods
36 // instead of:
37 // z=R1, x=SQRT(1-R1*R1)*SIN(2*pi*R2), y=SQRT(1-R1*R1)*COS(2*pi*R2)
38 // providing more performant results.
39 
40 // History:
41 // 19.10.17 E. Tcherniaev, use of G.Marsaglia (1972) method
42 // 06.04.17 E. Tcherniaev, added G4RandomDirection(cosTheta)
43 // 15.03.16 E. Tcherniaev, removed unnecessary if and unit()
44 // 18.03.08 V. Grichine, unit radius sphere surface based algorithm
45 // ~ 2007 M. Kossov, algorithm based on 8 Quadrants technique
46 //
47 // ------------------------------------------------------------
48 #ifndef G4RANDOMDIR_HH
49 #define G4RANDOMDIR_HH
50 
52 
53 #include "globals.hh"
54 #include "Randomize.hh"
55 #include "G4ThreeVector.hh"
56 
57 // G.Marsaglia (1972) method
59 {
60  G4double u, v, b;
61  do {
62  u = 2.*G4UniformRand() - 1.;
63  v = 2.*G4UniformRand() - 1.;
64  b = u*u + v*v;
65  } while (b > 1.);
66  G4double a = 2.*std::sqrt(1. - b);
67  return G4ThreeVector(a*u, a*v, 2.*b - 1.);
68 }
69 
71 {
72  G4double z = (1. - cosTheta)*G4UniformRand() + cosTheta;
73  G4double rho = std::sqrt((1.+z)*(1.-z));
75  return G4ThreeVector(rho*std::cos(phi), rho*std::sin(phi), z);
76 }
77 
78 #endif /* G4RANDOMDIR_HH */